How many of you have made your own RPG?

Of course I did. Most serious gamers, at some point in their lives, get the design bug. They may fiddle with character sheets, house rules, and the like, but eventually, most gamers get the itch to build something from the ground up.

My own system was finagled between 1997-98, and involved character stats and skills rated from 1-20. Difficulty was expressed as a number of d6s, and you wanted to roll under your rating. In those late 2E days, wanting to roll low on a huge pile of dice was novel enough that my gaming buddies found it exotic. I did initiative as a bidding process... If you volunteered to go later in the round, you got bonuses on your actions (because you were assumed were able to take the best advantage of changing situations).

The first game was about a group of bounty hunters in the modern (sic) day. Bounty hunters in the late 90's trying to track down a serial killer, they discover that he's actually a necromancer as they close in on him. We then had a zombie apocalypse thing, then a fantasy deal set in the Arthurian legends.

I finally reached a point where I realized the compelling part of my games were the characters and the narratives rather than the rules set. I got into a LARP phase with a vampire game, eventually got back into D&D, and never looked back.

It does seem like many gaming groups have an aspiring game designer that wants to make their own RPG. Typically, they are making a mod of their preferred gaming system but trying to "fix" everything they perceive to be wrong with it. Such tinkering might be exploited for house rules, but I rarely see any such tinkerers produce a complete document.
 

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I made a quick rules-lite system based on the Resident Evil game series. It fits in a 3 page word document. I only got to play it once. It is played with a battle mat and the key to winning combats is to keep the zombies and monsters away from you.

At character creation you choose one of three "classes" each gives you some bonuses to one aspect of battle. After character creation, characters gain no abilities or stat boosts.

I tried to include a good variety of guns and weapons. Handgun, shotgun, rifle, machine gun, and magnum are the common guns. Rules for grenade launchers, rocket launchers, gatling guns, and a few others are also there.

You roll to hit with a d20 and weapon damage is xd6 + y, where y is always a multiple of 5. Simple. It totally works the way I envisioned and was designed and written in probably five hours of work.
 
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so interesting. i'm most fascinated by the failures for some reason. why do we put so much time into creating something, but never actually see it through to fruition?

maybe for the same reason my favorite part of civilization is the first couple ages, where everything is a blank slate and you really feel like you are creating something. but at some point, you get locked into you development path, and just becomes crunching.
 

A buddy of mine and I made GGSE (Greatest Game System Ever! ;)) during the dark days of 2e. It went through two versions. The first version was skill based and had The Grand Differential Table (tm) (resisted rolls - the difference impacted the results) and the Continuous Action System (tm). It lead to wonderful spells like Vacuum Lung Death (tm). It died under the weight of rules bloat.

V2 was a more elegant system using d6s. You got more dice as you advanced. You rolled and counted up 6s (successes). One die was wild and could explode/Ace. It was pretty fast and fun, but kinda light on character detail. We abandoned it all for 3.x.

Recently, I was introduced to Savage Worlds. Those hacks at PEG had the gall to take our great ideas and actually make them work! ;):D I consider their system the 4th edition of what we were trying to do all along.
 

See my .sig; I got bitten by the Spirit of the Century bug but like D&D's swords & sorcery fantasy _thing_ too much to leave it for long.

I also built something back in the dark days of second edition that stole way too much from Skills and Powers.
I'm not proud.
 

yes.

yes.

One was called Pair-O-Dice, playable with 2d10. Did it it 1995 to 1999 IIRC. Was originally used for a Wing Commander / Privateer look alike sci fi game setting. Its fatal flaw was that it required a pocket calculator (most rolls involved multiplying the sum of abilities/bonuses by a dice determined percentage). One of the other complications is that it had a real time combat system, no rounds or turns.

Another one never got named. It was binary, it didn't matter what kind of dice you used, as long as they had an even number of sides, you could even play with loose change or bottle caps.

Add to that a couple rebuilds of the d20 system.
 

I designed a fantasy RPG.

The combat system was pretty gritty and lethal- somewhat of a combination of Runquest and HERO, plus a few other things- but it was the magic system that I felt was the real crowning glory.

The problem was that it was complex enough that the only way it would have been practical to use was as the system for a computer FRPG.

At the time, I had a buddy who was doing just that, though, and he thought it was freakin' brilliant. He wanted to use it.

Unfortunately, he was also just beginning that career, so had no real pull.

Now, I have more friends who program games, but as much as I loved my system, in the light of what current games are doing, I don't think others would find my system to be as much fun as I did.
 


Mostly as a kid I just tinkered with D&D. But I got my start because I had a the Mentzer Basic D&D set, the Expert set that went with the Moldvay Edition, the Monsters section torn out of the Holmes Edition along with the Chits, a 1st Edition AD&D PH (later I got a 1st Edition Oriental Adventures), and some handcribbed notes from someone's Star Frontiers set. So I had to do a lot of tinkering to make it all work.

Then I got to play a Runequest game and later bought a full 2nd Edition D&D set (PH, DMG, MM I) with the money from my first job. And a friend of mine let me borrow his Gamma World 3rd Edition boxed set.

Needless to say, I tried mashing it all together at one point, including some old notes for using SIZ in D&D.

When 3e came out, I did a lot of conversions. I had an academic job and had scads of time to waste in the summer.

I've tried turning the WoD quickstarts (pre-nWoD) into a simple, but playable game. And I've done a revision of 2nd Edition with a few modifications from other editions and tried to use Buck Rogers XXVc with D&D to make a generic level-based class-based game. Now I am working on an SRD mishmash. Trying to find the game I've wanted to play.
 

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